You can do some stuff. I couldn't figure out how to set a flag cap at no points. If you could do that, you could have the capture output to a math_counter which then would send to a game_round_win upon reaching a certain score. The score wouldn't be updated on the HUD as normal, but you could figure out a way to display it in the map itself.

everything that was once directly lived has receded into a representation. -debord

Hmm i dunno what youre talking about with the vertical_measuring thing. However, if what youre trying to do is make a flag capture a capture point, which I am doing in one of my maps, I think the simple inclusion of a team_control_point_master will change how the scoring is done.

If you are using a teamflag with the CTF setting however, that might override the team_control_point_master.

So in conclusion, try adding a team_control_point_master and see if the scoring changes, if you already have one of those try a different gameplay style for your item_teamflag.

There is a tutorial in the forum about using a physics entity attached to the flag to kill it if someone falls in a death pit, by measuring the flag's vertical distance from a given point. Un fortunately I have lava pits at varying heights and it would be bad for gameplay if the flag ended up in one of them and stayed there.

I assume you're talking about this tutorial which seems to do exactly what you want. It doesn't matter where you have pits, just put put an info_target wherever you have an inaccessible area, much like that example .vmf.

everything that was once directly lived has receded into a representation. -debord

I assume you're talking about this tutorial which seems to do exactly what you want. It doesn't matter where you have pits, just put put an info_target wherever you have an inaccessible area, much like that example .vmf.

Click to expand...

Wrong, the system doesn't work like that and would need a major overhauling to get it to work with multiple multi-level lava pit locations. Even then I'm not sure it could be made real efficient or reliable.

jamin: 1: approximately how many pits will you be having. 2: what range of sizes. 3: are they all pits below the nearby floor level, or are they like puddle/vats (at or above the nearby floor)

The measuring entity is tied to the flag, and can only measure to one other entity. For multiple locations/levels you'd need to have a single reference point on the flag, and many measuring points at your pits, but that depends on how they are laid out.

I have 4 pits. two big ones with ramps over them being the majority of the play space in the area and the damage area (lava or black pit respectively) being far below any point in the map. However, the other two pits are small but higher in altitude than the flag's spawn location. I would rather not make these very deep because they are within sight of the center battlefield (and, incidentally, the flag) and Im abit worried about framerates.

Did a little bit on this... need more info to make it most efficient though, modifying the system is best done specifically for a given map. I'd need a top view of the map (hammer/ingame/mspaint/whatever) to see the relationship between each of the pits and the rest of the map, or perhaps if I could run around a compiled version that work too.